scummvm/engines/neverhood/scene.h

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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef NEVERHOOD_SCENE_H
#define NEVERHOOD_SCENE_H
#include "common/array.h"
#include "neverhood/neverhood.h"
#include "neverhood/background.h"
#include "neverhood/entity.h"
#include "neverhood/graphics.h"
#include "neverhood/klaymen.h"
#include "neverhood/module.h"
#include "neverhood/palette.h"
#include "neverhood/smackerplayer.h"
#include "neverhood/sprite.h"
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#include "neverhood/staticdata.h"
namespace Neverhood {
class Console;
class Scene : public Entity {
public:
Scene(NeverhoodEngine *vm, Module *parentModule);
virtual ~Scene();
virtual void draw();
void addEntity(Entity *entity);
bool removeEntity(Entity *entity);
void addSurface(BaseSurface *surface);
bool removeSurface(BaseSurface *surface);
void printSurfaces(Console *con);
Sprite *addSprite(Sprite *sprite);
void removeSprite(Sprite *sprite);
void setSurfacePriority(BaseSurface *surface, int priority);
void setSpriteSurfacePriority(Sprite *sprite, int priority);
void deleteSprite(Sprite **sprite);
Background *addBackground(Background *background);
void setBackground(uint32 fileHash);
void changeBackground(uint32 fileHash);
void setBackgroundY(int16 y) { _background->getSurface()->getDrawRect().y = y; }
int16 getBackgroundY() { return _background->getSurface()->getDrawRect().y; }
void setPalette(uint32 fileHash = 0);
void setHitRects(uint32 id);
Sprite *insertStaticSprite(uint32 fileHash, int surfacePriority);
void insertScreenMouse(uint32 fileHash, const NRect *mouseRect = NULL);
void insertPuzzleMouse(uint32 fileHash, int16 x1, int16 x2);
void insertNavigationMouse(uint32 fileHash, int type);
void showMouse(bool visible);
void changeMouseCursor(uint32 fileHash);
SmackerPlayer *addSmackerPlayer(SmackerPlayer *smackerPlayer);
void update();
void leaveScene(uint32 result);
HitRect *findHitRectAtPos(int16 x, int16 y);
void addCollisionSprite(Sprite *sprite);
void removeCollisionSprite(Sprite *sprite);
void checkCollision(Sprite *sprite, uint16 flags, int messageNum, uint32 messageParam);
// Some crazy templated functions to make the logic code smaller/simpler (imo!)
// insertKlaymen
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template<class T>
void insertKlaymen() {
_klaymen = (T*)addSprite(new T(_vm, this));
}
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template<class T, class Arg1>
void insertKlaymen(Arg1 arg1) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1));
}
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template<class T, class Arg1, class Arg2>
void insertKlaymen(Arg1 arg1, Arg2 arg2) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2));
}
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template<class T, class Arg1, class Arg2, class Arg3>
void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
void insertKlaymen(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
_klaymen = (T*)addSprite(new T(_vm, this, arg1, arg2, arg3, arg4, arg5, arg6));
}
// insertSprite
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template<class T>
T* insertSprite() {
return (T*)addSprite(new T(_vm));
}
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template<class T, class Arg1>
T* insertSprite(Arg1 arg1) {
return (T*)addSprite(new T(_vm, arg1));
}
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template<class T, class Arg1, class Arg2>
T* insertSprite(Arg1 arg1, Arg2 arg2) {
return (T*)addSprite(new T(_vm, arg1, arg2));
}
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template<class T, class Arg1, class Arg2, class Arg3>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5));
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
T* insertSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
return (T*)addSprite(new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6));
}
// createSprite
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template<class T>
T* createSprite() {
return new T(_vm);
}
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template<class T, class Arg1>
T* createSprite(Arg1 arg1) {
return new T(_vm, arg1);
}
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template<class T, class Arg1, class Arg2>
T* createSprite(Arg1 arg1, Arg2 arg2) {
return new T(_vm, arg1, arg2);
}
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template<class T, class Arg1, class Arg2, class Arg3>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3) {
return new T(_vm, arg1, arg2, arg3);
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4) {
return new T(_vm, arg1, arg2, arg3, arg4);
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5) {
return new T(_vm, arg1, arg2, arg3, arg4, arg5);
}
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template<class T, class Arg1, class Arg2, class Arg3, class Arg4, class Arg5, class Arg6>
T* createSprite(Arg1 arg1, Arg2 arg2, Arg3 arg3, Arg4 arg4, Arg5 arg5, Arg6 arg6) {
return new T(_vm, arg1, arg2, arg3, arg4, arg5, arg6);
}
uint32 getBackgroundFileHash() const { return _backgroundFileHash; }
uint32 getCursorFileHash() const { return _cursorFileHash; }
protected:
Module *_parentModule;
Common::Array<Entity*> _entities;
Common::Array<BaseSurface*> _surfaces;
Klaymen *_klaymen;
Background *_background;
Palette *_palette;
SmackerPlayer *_smackerPlayer;
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MessageList *_messageList;
MessageList *_messageList2;
int _messageListStatus;
uint _messageListCount;
uint _messageListIndex;
bool _doConvertMessages;
bool _canAcceptInput;
bool _isKlaymenBusy;
bool _isMessageListBusy;
Mouse *_mouseCursor;
NPoint _mouseClickPos;
bool _mouseClicked;
bool _mouseCursorWasVisible;
int _rectType;
RectList *_rectList;
DataResource _dataResource;
HitRectList _hitRectList;
HitRectList *_hitRects;
Common::Array<Sprite*> _collisionSprites;
// Used for debugging
uint32 _backgroundFileHash, _cursorFileHash; // for StaticScene and all Scene* classes
int _messageValue;
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
bool queryPositionSprite(int16 mouseX, int16 mouseY);
bool queryPositionRectList(int16 mouseX, int16 mouseY);
void setMessageList(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
void setMessageList(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
bool setMessageList2(uint32 id, bool canAcceptInput = true, bool doConvertMessages = false);
bool setMessageList2(MessageList *messageList, bool canAcceptInput = true, bool doConvertMessages = false);
bool isMessageList2(uint32 id);
void processMessageList();
void setRectList(uint32 id);
void setRectList(RectList *rectList);
void clearRectList();
void loadHitRectList();
void cancelMessageList();
void loadDataResource(uint32 fileHash);
uint16 convertMessageNum(uint32 messageNum);
void setHitRects(HitRectList *hitRects);
void clearHitRects();
void clearCollisionSprites();
void insertMouse(Mouse *mouseCursor);
};
class StaticScene : public Scene {
public:
StaticScene(NeverhoodEngine *vm, Module *parentModule, uint32 backgroundFileHash, uint32 cursorFileHash);
protected:
uint32 handleMessage(int messageNum, const MessageParam &param, Entity *sender);
};
} // End of namespace Neverhood
#endif /* NEVERHOOD_SCENE_H */